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RE: CH4OT1C!'s Suggestion Bank

 
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12/5/2019 14:28:52   
CH4OT1C!
Member

Credits to @Kreem and others in the discord for coming up with the base idea for Disrupt defence and Neuron collapse, which I then added to

Disrupt Defence
MC energy skill/spell that pays damage to randomise your foe's M/R/M. MC is used to reduce the penalty.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 1
Element: Energy
Cost: 392sp/490sp/653mp

Effects:
- +10 bth lean, so *85/90 damage.
- The attack deals -[x]% damage and has a [HitsConnected]*100% chance of attempting to scramble your foe's combat defences (melee/ranged/magic)*. They can save at a -20 penalty:

PwrLvl vs Monsterlvl
YourDEX/INT vs MonsterEND
YourLUK vs MonsterLUK


*The shock disrupts your foe's ability to defend themself
Your foe endures the massive surge of energy!


Appearance: A massive bolt of blue energy is fired from the player at the monster, dealing the hit of damage.
Description Launch a massive concentration of energy at your foe, enough to overload and scramble their ability to defend!



Neuron Collapse
MC Energy spell. Deals reduced and spends MC to permanently reduce your foe's INT. This effect can stack.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 4
Element: Energy
Cost: 653mp

Effects:
- +5 bth lean (so *85/90 damage)
- The first hit of the spell deals 50% of the damage, with the other three deals 1/6 of the total each.
- The spell deals a further -[x]% damage. If the first hit of the spell connects, it will attempt to permanently reduce your foe's INT by 50 (think Pink Brainpoker)*. Your foe can resist at a +0 bonus:

Level: PowLvl vs MonsterLvl
Major: PlayerINT vs MonsterEND
Minor: PlayerLUK vs MonsterLUK

*The shock disrupts your foe's neurons, reducing their INT!
The surge is powerful, but your foe's mind endures!


Appearance: A pink brain appears over your foe. Lightning strike this brain from the sky, dealing the first hit of damage. Energy then courses through the brain, dealing a further three hits of damage.
Description Aim a powerful strike of energy-aligned mana directly at your foe's mind! This can cause a brainstorm, permanently reducing your foe's INT!



Primordial Metamagic: Dissonance
MC neutral spell that inflicts the infuse effect on the player. MC is spent on a reduced MP cost.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 1
Element: Energy
Cost: [x]mp

Effects:
- Similar to the other Primordial Metamagic skills, this also inflicts the player with Infuse (Infuse: Harm) for two turns. Harm is always useful and incurs *0.9 damage penalty.
- Also similarly, this spell is quickcast

Appearance: Glowing purple light concentrates around your hand.
Description Use this ancient metamagic to change the very nature of your spells! This spell removes the elemental alignment of your other spells, causing them to deal harm damage. However, the process also removes some of their potency, so they will also deal less damage!

< Message edited by CH4OT1C! -- 12/5/2019 14:31:35 >
AQ  Post #: 126
12/5/2019 15:21:24   
Bu Kek Siansu
Member

quote:

Disrupt Defence
MC energy skill/spell that pays damage to randomise your foe's M/R/M. MC is used to reduce the penalty.

A good idea. A skill/spell that can scramble monster's defences.

How about another skill(SPCost)/spell(MPCost) that can scramble monster's stats (STR/DEX/INT/END/CHA/LUK)?
Auto-Hit: *0.85 or +10 BTH lean. MC is used to reduce the penalty.
Post #: 127
12/5/2019 16:05:30   
CH4OT1C!
Member

@Bu Kek Siansu: A good idea that @Kreem has already suggested I do on the forums. I'm currently trying to work out the best way to perform that kind of scramble, because it's not quite as simple as the above or a resist scramble
1). The MRM will increase damage a little because you're essentially scrambling to fit the lower of the Monster's M/R/M to the damage type you output. Therefore, there has to be a cost associated
2). Resistances don't matter much at all because a player is expected to carry a weapon of every element. Scrambling it just means you use a different element you're expected to have (that's why Rainbow Raygun has a low damage penalty)

However, a stat scramble matters a lot more because a monster still uses those stats to attack. Permanently swapping INT->STR on a monster that attacks for magic damage/spells is obviously going to cripple it. That means there's a much larger associated cost, and I'm also not sure that I want that scramble to be permanent. In turn, that brings other issues to the board:
1). Should this be shown through status'? If so, that's a lot of status' to apply to 1 spell
2). Should this be a hard code onto monster stats (like Pink Brainpoker). If so, can that be temporary?
AQ  Post #: 128
12/5/2019 18:59:35   
Bu Kek Siansu
Member

quote:

However, a stat scramble matters a lot more because a monster still uses those stats to attack. Permanently swapping INT->STR on a monster that attacks for magic damage/spells is obviously going to cripple it.

There are monsters that can use 2 stats for stat bonuses or even 3 stats for stat bonuses with different attacks (MRM).
Currently, I cannot provide which monsters they are.

If you want it to be temporary while it'll take a while for someone who wants a specific stat to be switched.
I said it, a while for a specific stat to be switched, it can be 30/20/10 turns.

You'll get killed within the time of 30/20/10 turns you want a specific stat to be switched.
Instead, just kill the monster ASAP.

Usually, someone won't use it because it'll take a while for a specific stat to be switched.
Instead, just kill the monster ASAP.

It would be a waste of time, I don't think someone wants to use it unless the duration is for 5 turns.
A duration for 5 turns vs the time & cost used for a specific stat to be switched (30/20/10 turns) * SPCost or MPCost.

So, I think, a duration for 5 turns would be fair in this case. What do you say/think? :)

< Message edited by Bu Kek Siansu -- 12/5/2019 21:18:18 >
Post #: 129
12/6/2019 7:50:17   
CH4OT1C!
Member

Well...

I'm going to do this on a very simple level, because doing something like this gets complicated fast. Monsters typically invest in 3 stats. Assuming that you randomise stats as they are (i.e. not a true randomisation, more like switching the categories around as with the other randomisation spells), there'd be a 50% chance of retaining investment in a stat the monster requires to deal damage. That's good, because it cuts down cost. The bad news is that the monster would lose a large portion of the damage it deals if it were to fall on the wrong value (e.g. if your monster uses INT for damage and INT becomes END, that's going to be an issue). You're going to lose most of the damage output (so most of 140% melee a turn). Some of this can be counteracted by investment in a different stat (e.g. if they gain END investment, their HP will increase and they will become more bulky). Unfortunately, they may also lose it entirely (CHA is useless except for very specific monsters, like Afterlifex).

Assuming the worst-case scenario (i.e. they invest in the worst options: A mage with investment in STR, CHA and END) they lose almost all of the damage output for those five turns. With the 50% chance of it not being invested where the monster is supposed to have it, that's roughly (140*0.5)*5 or a cost of 350% melee. It won't be this expensive, but as you can already see, the costs of such a randomiser are going to be really, really large if the duration were five turns. It's also why a permanent effect isn't really feasible -> the cost is just going to be too high. Bear in mind that this also doesn't consider any player damage increases (if the monster is supposed to be dodgy and have high DEX, which is then swapped to CHA...), you've got additional costs to pay.

I don't disagree with the sentiment per say, because I can see why such a random effect needs some time to make it worthwhile. However, this isn't an ordinary randomised effect, it has the potential to destroy the ability of a monster to both attack and/or defend. Even if I were to increase the save rate and have a +20 bonus (reducing costs by 2/3ds) the results are still going to be expensive.

< Message edited by CH4OT1C! -- 12/6/2019 7:53:01 >
AQ  Post #: 130
12/17/2019 8:45:23   
CH4OT1C!
Member

Iron Bone Club
MC Earth club. Inflicts the player with a new status effect, "Heavy weapon", which reduces your accuracy but has a chance to cripple your foe

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: -10 bth lean (*85/75 damage)
Type: Melee
Element: Earth

Effect:
- No special so *1.08 damage
- MC is a simple +4.25bth (this thing really needs accuracy)
- Whenever you equip the new weapon, a new status effect called "Heavy weapon" is applied to the Player. This effect lasts until you switch weapons
Your weapon is too heavy for you to swing properly! -[x] bth and [y]% chance to cripple your foe!

As indicated above, the weapon has a [HitsConnected]/[HitsAttempted]*[y]% chance to attempt to inflict a 3-turn Cripple (-50 STR/DEX) on regular weapon attacks. Your foe can resist at a +0 bonus:

PowerLvl vs MonsterLvl
YourSTR vs MonsterDEX
YourLUK vs MonsterLUK

This can stack. If it exceeds -250 STR/DEX (somehow), the duration will be doubled and potency halved

*Your foe bears the brunt of the attack, and becomes crippled!
Your foe barely manages to avoid the full force of the attack!


Appearance: A gigantic bone club made of shining silver metal.
Description: The signature weapon of the legendary berserker Ironborn! Although unwieldy, this weapon is heavy enough to shatter your foe's bones!

< Message edited by CH4OT1C! -- 12/17/2019 8:48:31 >
AQ  Post #: 131
1/8/2020 11:52:23   
CH4OT1C!
Member

Chain Lightning
MC Energy spell. Deals increased damage per hit of the spell that connects in succession.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 10
Element: Energy
Cost: 653mp

Effects:
- +10 bth lean (so *85/95 damage)
- The first hit of the spell deals -[x]% damage. Each time a hit of the spell successfully connects, that hit will do +[y]% damage. This can stack (so a third successful hit will deal +(2*[y])% damage). If a hit misses, the damage will revert to the -[x]% penalty.
- MC is used for a smaller penalty on the initial hit

Appearance: A bolt of lightning falls from the sky, hitting your foe. This crackles around your foe repeatedly, dealing the other 9 hits
Description: This spell calls forth a bolt of lightning that refuses to disperse! The more hits of this spell that land in succession, the more damage it deals!


Profane Necklace
MC darkness misc. MC is spent on the compression of a spell

Price: 30,256,450
Sellback: 15,128,224
Location: Limited time shop
Cost: [x]hp

Effect:
- Wear this necklace to have a [# turns equipped]/[#no. turns in battle] chance to collect soul energy when your foe is defeated. The soul energy collected depends on monster power and has the standard buffer effect
- Click the necklace to cast a spell:

Profane Prayer
Use accursed magic to call upon an ancient monstrosity sealed away by the elemental lords. Although the spell may fail, your foe is likely to go mad if it answers your request!

Cost: 2 souls

- Quickcast but can only be used once per turn
- Has a 40% chance for success. If successful, it will deal 90% melee and have a [hitsConnected]/[HitsAttempted] chance to control your foe for 1 turn (renamed to Madness). This cannot be resisted*

The mere sight of this eldritch abomination has driven your foe temporarily mad!

Appearance: A simple golden necklace with a deep red gemstone. This turns black when casting the spell. The spell creates a magical seal underneath your foe, before the screen turns black and a single, gruesome eye stares at your foe, dealing the hits. Nothing happens if the spell fails
Description: Long ago, the Elemental Lords sealed away... something within this necklace. It could only be contained using an ancient type of magic, fuelled by life force rather than mana. You can now use similar magic to momentarily release the creature... just don't gaze upon it yourself!

< Message edited by CH4OT1C! -- 1/8/2020 12:04:29 >
AQ  Post #: 132
1/13/2020 14:06:13   
CH4OT1C!
Member

Stone Serpent Bow
MC Earth bow. Damage is based on CHA. Takes an accuracy penalty to compress a skill

Example Tier
Level: 150
Powerlvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: LTS
Damage: neutral
Type: Ranged
Element: Earth

Effect:
- 100-proc which lacks a true special (with the appropriate compensation)
- This bow deals -25% damage and scales based on CHA (MC is used to pay for this scaling)
- The bow also takes -4.25bth. Click on the bow to activate a skill that deals no damage. You can ONLY use this skill if [YourCHA] is greater than or equal to [ExpCHA]. The skills SP cost is reduced to compensate for this lock.

Cost: [x]SP
- Your next attack will deal +50% damage and have a [HitsConnected]/[HitsAttempted]*100% chance to attempt to inflict your foe with Daze with an [y]% potency for 3 rounds*. This is renamed to "Neurotoxin". Your foe can resist at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: YourCHA vs MonsterEND
Minor: YourLUK vs MonsterLUK

*The stone snake neurotoxin leaves your foe semi-petrified!
Your foe endures the debilitating neurotoxin!


Appearance: This sort of shape. The main arch of the bow is formed from a snake, with stone-like scales. The top of the bow curves up into the snakes head, with glowing green eyes. The snake opens its mouth if the skill is activated.
Description: Vephoma somehow convinced this rare stone snake to let you use it as a bow! If you're equally as charismatic, the snake will imbue your attacks with a deadly neurotoxin. If not, dealing damage might become tricky...

< Message edited by CH4OT1C! -- 1/13/2020 14:09:01 >
AQ  Post #: 133
1/18/2020 13:28:27   
CH4OT1C!
Member

Immolation
MC Fire spell with three options. You can choose to use soul energy to either deal increased damage or heal based on the damage dealt.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 72,615,500
Sellback: 36,307,750
Location: Limited time shop, GGB shop
Element: Fire
Hits: 4
Cost: 653mp + [See Effect]

Effects:
- Each time you use this spell, you will gain 0.2*[MonsterPower] souls. This is the same soul energy used by Profane necklace and Foxfire Stave, and functions in a similar way to other soul absorbing items
- Using the spell will open a GUI with three possible options, as well as a "cancel" button. Using the cancel button takes you back to your battle menu without costing a turn:

1).Desolation
Unleash your flames without infusing them with soul energy!
Cost: Nothing
- This is the "standard" option of the three. You pay mp, you get fire damage. Nothing special

2). Pyre
Sacrifice a soul to the flames, increasing the power of your inferno!
Cost: 1 soul
- Your spell will do +25% damage (for +50% melee, the cost of a soul, as explained in prior suggestions)

3). Rebirth
Infuse your inferno with the life-giving properties of soul energy, allowing it to revitalise you!
Cost: 2 souls
- Your spell will heal you for 50% of the damage done (equal to 100% melee, or 2 souls)

Appearance: Runic symbols appear on the grounder underneath your foe. Flames burst forth from the ground, dealing the four hits of damage. These flames are orange/red with the standard "Desolation" option, purple with the "Pyre" option, and blue with the "Rebirth" option
Description: Draw upon an ancient form of fire magic that can be fuelled with life force just as easily as mana. If you sacrifice of soul energy, the fires will become even more destructive. Sacrifice even more, and they will revitalise your own life force!


Transmogrified Barrier
MC Energy shield. Can be toggled to switch between defending against Melee/Magic attacks.

Price: 48,410,333
Sellback: 24,205,166
Location: Limited-Time Shop

Melee: [See Effect]
Ranged: +0
Magic: [See Effect]
Energy: -24%

Effect:
- Focus on M/R/M defence
- You can toggle the shield between "Melee defence" and "Magic defence" modes. In "Melee defence" mode, Ranged/Magic defences are set to +0, and you will gain +[x] Melee defence. in "Magic defence" mode, melee/Ranged defence are set to +0 and you will gain +[x] Magic defence
- This technically functions as two shields, each with different M/R/M spread. As a result, MC is used to compress them into one slot.

Appearance: In "melee defence" mode, the shield takes the shape of a towering barrier, not unlike Tectonic tower shield. Blue electricity constantly crackles across the shield. It also has a light blue colour scheme. When transitioning to "magic defence" mode, the shield will glow white and change shape. This mode looks closer to Frostval merc's reflexes in shape and colour. Around this shield are several glowing barriers, similar to those seen on the Circle of Doom. This also crackles with blue electricity.
Description: Although Warlic has always had an aptitude for magic, he was less... accurate as a student. This shield was the unlucky victim of a transmogrification spell, originally intended for an Axiomatic Chipmunk. Fortunately, this is a very happy accident for you. You can click the shield to transmogrify it, defending against either Melee or Magic attacks!

< Message edited by CH4OT1C! -- 1/18/2020 16:22:10 >
AQ  Post #: 134
1/18/2020 15:09:40   
Primate Murder
Member

quote:

MC is used to increase damage by a further +5%
MC is used to increase the damage by a further +2.5% (as you get the healing benefit too)

Isn't the MC used to gain Souls? I mean, otherwise you gain a free 50-100% melee bonus.
AQ DF  Post #: 135
1/18/2020 16:21:46   
CH4OT1C!
Member

Completely overlooked that, fixed!
AQ  Post #: 136
1/25/2020 17:09:29   
CH4OT1C!
Member

Flight of the Flutterby
MC Harm spell. Deals reduced damage and attempts to inflict your foe with a renamed Spiritual seed. MC goes into increased chance of infliction.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Limited time shop, GGB shop
Element: Neutral (Harm)
Hits: 1
Cost: 653mp

Effects:
- The spell deals harm damage, so *0.9 penalty
- This takes a further -90% damage and has a 100*[HitsConnected]/[HitsAttempted]% chance to attempt to inflict "The Flutterby effect"*, a renamed and appropriately potent Spiritual seed (Harm element, 3 rounds). This can stack. Your foe can resist at a +0 bonus**, which takes a -[x] penalty (paid for by MC)

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*The powers of Chaos mean that even a single beat of a Flutterby's wing can do untold damage!
**A seed of chaotic energy is implanted within your foe!
The chaotic seed within your foe is enhanced!
Your avoid manages to avoid being implanted with a seed of chaotic energy!


Appearance: A giant iridescent purple Butterfly appears in the centre of the screen. On its wings are 2 green eye spots, reminiscent of the Eye of chaos. It then beats its wing, dealing the damage.
Description: When imbued with the powers of Chaos, even the single beat of a Flutterby's wing can wreak havoc upon anyone unlucky enough to get too close. This spell enables you to do just that. The wingbeat can sow a seed of anarchic energy within your foe. Given time, it will grow and explode outwards, dealing high levels of damage!



Augment senses
MC neutral skill. Deals no damage, but will ensure your pets and guests will automatically hit for 2 turns. MC goes into reduced cost.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,583

Location: Limited time shop, GGB shop
Element: Neutral (see effect)
Hits: [see effect]
Cost: [x]SP

Effects:
- Neutral spell so *1.1 cost
- Quickcast so *(1.25/2) potency. You can only use this spell once per battle (appropriate cost reduction)
- This spell deals no damage. Instead, you will gain a new status effect, named "Heightened companion senses" for 3*[YourCHA]/[ExpectedCHA] rounds. This ensures that your pets/guests will auto-hit.
- MC is used to reduce the SP cost

Appearance: Your pet/guest glows with golden energy. Scent lines emanate from your foe, and move towards them.
Description: Using this technique, you can spend some of your energy to temporarily height the senses of your companions. This means that they'll hit regardless of where your foe chooses to hide!
AQ  Post #: 137
2/18/2020 12:31:58   
CH4OT1C!
Member

S.M.O.K.E Machine
MC Wind misc. Has a quickcast effect to apply a smokescreen which changes the bth lean of you and your foe for 5 rounds

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,459
Sell: 15,128,229
Location: Limited-Time shop.
Cost: [x]sp

Effect:
- Provides *0.5 Wind resistance
- Provides +50 DEX

- MC effect is the compression of a quickcast skill.
Cost: [Y] SP
- This applies a -20 bth lean to both you and your foe for the next 5 turns (*85/65 damage). If this effect fails, you can immediately attempt the status again. However, it cannot stack once inflicted. Your opponent can save at a -20 bonus*

Level: PowLvl vs MonsterLvl
Major: PlayerDEX vs MonsterDEX
Minor: PlayerLUK vs MonsterLUK

*Smoke covers the battlefield, making it hard for you and your foe to see!
Your foe deftly avoids the malfunctioning machine!

Appearance: A smoke machine, similar to one that you'd see at a party
Description: Kamui Magitek industries is proud to present the S.M.O.K.E machine V.0.0.1! Although still in Beta development, this brilliant new invention guarantees to liven up any party! Side effects may include resistance to Wind attacks and enhanced DEX. Warning: Tampering with the S.M.O.K.E machine may result in excess smoke production...

< Message edited by CH4OT1C! -- 2/18/2020 12:42:38 >
AQ  Post #: 138
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